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2v2 A Bridge Too Far

Posted: Mon Jul 03, 2023 2:48 pm
by Erik2
2v2 A Bridge Too Far (beta test).
https://www.dropbox.com/s/c85hd5hu9vhqx ... 3.zip?dl=0

Note that this scenario uses my MicroMod with additional factions and better distribution of commanders and specialisations.


A complete rework of older Market Garden scenario(s).
Brand new Map expanded in all directions (120x120 hexes) with more proper terrain.
Better OOB for all sides.
Primary objectives have VPs (similar to official 2v2 Fork). Basically the two German players need to hold Arnhem and one more objective, the British and US player needs Arnhem and 2 more objectives.
Resources based on dynamic occupation of secondary objectives. Resources are won or lost.

I have created a challenge with me as the British.

Re: 2v2 A Bridge Too Far

Posted: Mon Jul 03, 2023 3:41 pm
by Celeborn
[insert multiple heart symbols]

Would love to see an update to 1v1 at some point.

Re: 2v2 A Bridge Too Far

Posted: Tue Jul 04, 2023 7:10 am
by stevefprice
Need to find a way to stop AdmiralYamamoto from relaunching air divisions in operations that took months in.planning but seconds in OOB :D

Re: 2v2 A Bridge Too Far

Posted: Tue Jul 04, 2023 11:50 am
by Erik2
Celeborn wrote: Mon Jul 03, 2023 3:41 pm [insert multiple heart symbols]

Would love to see an update to 1v1 at some point.
Shouldn't be too hard. But I'd like to find any issues etc in the 2v2 first. It is easier to fix mistakes just once :wink:

2v2 A Bridge Too Far 1.1

Posted: Wed Jul 05, 2023 9:33 am
by Erik2
There are no deductions of resources when you lose a silver flag objective.

The para divisions have a new resource mechanism:
Each division/faction has a number of C47 Skytrains that deliver 20 resources when parked over a friendly held DZ/LZ.

Link to the scenario, you can extract this in the MicroMod/Scenarios folder, replacing the old scenario.
https://www.dropbox.com/s/8hb8yz09wqkq7 ... 1.zip?dl=0


If you guys think this warrants a restart, I'm game...

Re: 2v2 A Bridge Too Far

Posted: Fri Jul 07, 2023 11:31 am
by Celeborn
Wow I love the use of C47s to provide supply...should add a whole new dimension to German use of AA (and Allied AA suppression)

Re: 2v2 A Bridge Too Far 1.1

Posted: Fri Jul 07, 2023 12:51 pm
by stevefprice
Erik2 wrote: Wed Jul 05, 2023 9:33 am
If you guys think this warrants a restart, I'm game...
Don't mind.

Re: 2v2 A Bridge Too Far

Posted: Fri Jul 07, 2023 3:11 pm
by Erik2
As I told some of you guys in a PM, the beta 9.3.6 update trashed the modded scenarios started under 9.3.5.
So I think they both need a restart (Prokhorovka & Bridge too far)

Re: 2v2 A Bridge Too Far

Posted: Fri Jul 07, 2023 3:37 pm
by stevefprice
Erik2 wrote: Fri Jul 07, 2023 3:11 pm As I told some of you guys in a PM, the beta 9.3.6 update trashed the modded scenarios started under 9.3.5.
So I think they both need a restart (Prokhorovka & Bridge too far)
I've updated mine so it's certainly trashed now :)

Re: 2v2 A Bridge Too Far

Posted: Tue Jul 11, 2023 1:11 am
by Celeborn
Re the delightfully detailed map, am wondering if anyone else is struggling to identify the Victory locations and to a lesser extent the paved road that was XXX Corp's primary route of advance (via Eindhoven/Son/Veghel/Nijmegen) I def found it easy to find navigate on the old map which had fewer towns and seemingly more clear terrain, though this may have been a function of the 392 hours I spent looking at it. :-)

Re: 2v2 A Bridge Too Far

Posted: Tue Jul 11, 2023 9:23 am
by Erik2
Almost every village/town is named so it might be a bit confusing. But there are only a couple of primary roads between the initial British position and Nijmegen.
The large number of silver flag objectives are adding resources 'only'. I have added map markers for these in the next version.
The main issue now is that 9.3.6 does not load modded units properly on turn-2 (the Jap tank syndrome).
We should resign the current game and try a fresh restart using the official 9.2.5 and the 'old' mp-server.

I'll create a new challenge in 9.2.5.

You should be able to unzip the updated scenario in the current MicroMod Scenarios folder.
https://www.dropbox.com/s/rlvm2tgdqv1lo ... r.zip?dl=0

Re: 2v2 A Bridge Too Far

Posted: Wed Jul 12, 2023 1:32 am
by Celeborn
I like all the additional villages/town I think it is just all the additional names that make it a bit harder to decipher.

Have downloaded new version and standing by to join.

Re: 2v2 A Bridge Too Far

Posted: Wed Jul 12, 2023 7:21 am
by pupski
I am Dutch but I was confused by all the names. Will check them one of these days and see how correct they appear to me.

Re: 2v2 A Bridge Too Far

Posted: Wed Jul 12, 2023 8:54 am
by Erik2
Note that parts of the map is Belgian and German as well.

As for location names, I wish these were displayed on-map wether there is a flag present or not. It could reduce the number of flags to real objectives and thus make for a cleaner map. The player can always turn of location names in the options.

Re: 2v2 A Bridge Too Far

Posted: Wed Jul 12, 2023 11:33 pm
by Celeborn
FYI I was in Holland five years ago for the 75th anniversary of M-G. Between the WWII stuff (met a British paratrooper), museums (I am a Vermeer junkie), food, and amazingly hot women (at least in Amsterdam) it was the best vacation of my life!
pupski wrote: Wed Jul 12, 2023 7:21 am I am Dutch but I was confused by all the names. Will check them one of these days and see how correct they appear to me.

Re: 2v2 A Bridge Too Far

Posted: Thu Jul 13, 2023 8:39 am
by pupski
So I should resign from the game, only Netballman and me are left. I had invisible units on the map with their trains all parked somewhere close to the left edge of the map in the fields. Also an invisible boat :-)

Re: 2v2 A Bridge Too Far

Posted: Thu Jul 13, 2023 9:36 am
by Netballman
I've resigned .

Re: 2v2 A Bridge Too Far

Posted: Thu Jul 13, 2023 9:38 am
by Netballman
pupski wrote: Thu Jul 13, 2023 8:39 am So I should resign from the game, only Netballman and me are left. I had invisible units on the map with their trains all parked somewhere close to the left edge of the map in the fields. Also an invisible boat :-)
I've seen those before... the unassailable commie kayak commandoes of the forests of Korea! :D

Re: 2v2 A Bridge Too Far

Posted: Thu Jul 13, 2023 10:37 am
by Erik2
OK, here's what I propose.
1) Everybody download the latest MicroMod (4.15) and we try another restart using beta 9.3.6.
If this still not work:
2) Start a new game in standard 9.3.5.

Re: 2v2 A Bridge Too Far

Posted: Thu Jul 13, 2023 5:49 pm
by pupski
YES!!! I got a Major Victory! My deception worked...